0.2.8- New Main Menu;- Fullsize Window;- Water takes longer to spread;- New Square: Sand;- Sand generated in the world;- Code organized;- You can add squares in water;- Physics in the sand;- Lighting system;- Bug fixed animation blocks;

its come a long way since the first version! The frame rate is getting a bit low.. if im up high with lots of sky its around 70, if im in the water with more blocks on the screen its about 40. seems like your rendering might be slowing it down.Also, the trees are in the way, i suggest you make them be in the background, cos you cant walk anywhere without cutting down every single tree and thats probably not what most players would like to do.

its come a long way since the first version! The frame rate is getting a bit low.. if im up high with lots of sky its around 70, if im in the water with more blocks on the screen its about 40. seems like your rendering might be slowing it down.

Thanks for the report.The rendering is slowing it down because of the lighting system. I will try to fix that

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Also, the trees are in the way, i suggest you make them be in the background, cos you cant walk anywhere without cutting down every single tree and thats probably not what most players would like to do.

I agree with that. Next version i will make the trees in the background but you will still able to break them

maybe you could make a background layer and a foreground layer, all could have breakable and non-breakable bricks.. that would give you quite a lot more flexibility as to what sort of objects and structures can be created. it shouldnt cause frame-rate drop either, cos youd only draw the front-most tile.

Looks pretty cool! My only issue is the jumping it seems a bit delayed and maybe a suggestion since it is a 2d game you should have the A D controls but you can also switch to the keypad controls if wanted just a small suggestion?

The issue is that the hearts are set using absolute coordinates. That's a horrible mistake to make in GUI programming.Set the X to be at the center of the screen, and set the Y to be at the bottom, above the inventory.

Other than that, I've not had many other issues. I can still collide with leaves in the background layer, and that's all I've discovered.

Looks pretty cool! My only issue is the jumping it seems a bit delayed and maybe a suggestion since it is a 2d game you should have the A D controls but you can also switch to the keypad controls if wanted just a small suggestion?

I didn't understand the suggestion

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Also, my HUD was a bit glitched out.

The issue is that the hearts are set using absolute coordinates. That's a horrible mistake to make in GUI programming.Set the X to be at the center of the screen, and set the Y to be at the bottom, above the inventory.

I am not using absolute coordinates :S but i will fix the problem.

Numpad controls will be on by default maybe next version

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Other than that, I've not had many other issues. I can still collide with leaves in the background layer, and that's all I've discovered.

Other than that, I've not had many other issues. I can still collide with leaves in the background layer, and that's all I've discovered.

Yes because I want the character can climb trees

Don't do it like you are doing right now. In my opinion, a better way would be to disable collision response on leaves. Then, when the player collides with them and jumps when they are in front of them, execute the climb! Think about it in real life, when you walk into leaves you obviously don't smack face first into them and stop, you walk through them. Now, of course you're making a game, not a life simulator (would be a cool idea...), but the general concept applies. Don't make tiles that resemble real life objects that aren't solid in real life collidable.

you could make that work by not having horizontal collision detection on the leaves, only check if the player is falling down onto them, then you could jump through them from below to climb up them too.

-the background of the flowers is darker than the sky at night.-the sand doesnt fall through water.-if 2 trees are beside each other, neither of them have outer leaves.-falling off the edge of the world isnt so pretty. it might be better to make one side wrap around to the other, or not allow the camera to move past the edge of the world.

you could make that work by not having horizontal collision detection on the leaves, only check if the player is falling down onto them, then you could jump through them from below to climb up them too.

It is a great idea i will try that:D

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-the background of the flowers is darker than the sky at night.-the sand doesnt fall through water.-if 2 trees are beside each other, neither of them have outer leaves.-falling off the edge of the world isnt so pretty. it might be better to make one side wrap around to the other, or not allow the camera to move past the edge of the world.

Ok I will explain better maybe you should have a second control option. A and D are left and right, what I meant was have a second option in the menu where you could have the left arrow be left and the right arrow be right or customizable controls altogether.

Ok I will explain better maybe you should have a second control option. A and D are left and right, what I meant was have a second option in the menu where you could have the left arrow be left and the right arrow be right or customizable controls altogether.

Yeah i will create options in main menu so you can change the controls

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I don't want to start a useless debate, but it should still use the arrow keys by default IMO.

It's not a first person shooter, so why give it controls based off of FPS games?

I don't want to start a useless debate, but it should still use the arrow keys by default IMO.

It's not a first person shooter, so why give it controls based off of FPS games?

- Jev

Lol not going to get into it but Terraria, Starbound etc etc all use WASD just fine.

It would make no sense in forcing the user to move there left hand all the way over to the right hand of the keyboard, where shortcuts via the pinky and thumb are much harder to reach. Not to mention it offsets your arm to an uncomfortable position, sure if the game did not require the mouse it would be fine.

But for this, WASD > Arrow Keys

"This code works flawlessly first time and exactly how I wanted it"Said no programmer ever

Update 0.3.1 - HUD coordinates fixed; - You can now use the "A D" or Arrow Keys to walk; - Flowers are darker at night fixed; - Now the sand falls into the water; - Bug two trees together without leaves in the sides fixed; - Flowers are not generated over the sand; - Now the character can not fall off the edge of the world;

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